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/cvs/deliantra/server/server/player.C
Revision: 1.146
Committed: Sun Jun 3 17:05:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.145: +7 -1 lines
Log Message:
- remove slow and unneeded cruft code from map1.
- decouple map display/stats update from ob (use pl->obsere instead)

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 playervec players;
37
38 void
39 display_motd (const object *op)
40 {
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65 }
66
67 void
68 send_rules (const object *op)
69 {
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100 }
101
102 void
103 send_news (const object *op)
104 {
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150 }
151
152 /* This loads the first map an puts the player on it. */
153 static void
154 set_first_map (object *op)
155 {
156 op->contr->maplevel = first_map_path;
157 op->x = -1;
158 op->y = -1;
159 }
160
161 void
162 player::activate ()
163 {
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173 }
174
175 void
176 player::deactivate ()
177 {
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288 }
289
290 void
291 player::disconnect ()
292 {
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309 }
310
311 // the need for this function can be explained
312 // by load_object not returning the object
313 void
314 player::set_object (object *op)
315 {
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323 }
324
325 void
326 player::set_observe (object *op)
327 {
328 observe = op ? op : ob;
329 }
330
331 player::player ()
332 {
333 /* There are some elements we want initialised to non zero value -
334 * we deal with that below this point.
335 */
336 outputs_sync = 4;
337 outputs_count = 4;
338 unapply = unapply_nochoice;
339
340 savebed_map = first_map_path; /* Init. respawn position */
341
342 gen_sp_armour = 10;
343 bowtype = bow_normal;
344 petmode = pet_normal;
345 listening = 10;
346 usekeys = containers;
347 peaceful = 1; /* default peaceful */
348 do_los = 1;
349
350 weapon_sp = 1.0f;
351 weapon_sp_left = 0.5f;
352 }
353
354 void
355 player::do_destroy ()
356 {
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366 }
367
368 player::~player ()
369 {
370 /* Clear item stack */
371 free (stack_items);
372 }
373
374 /* Tries to add player on the connection passed in ns.
375 * All we can really get in this is some settings like host and display
376 * mode.
377 */
378 player *
379 player::create ()
380 {
381 player *pl = new player;
382
383 pl->set_object (arch_to_object (get_player_archetype (0)));
384
385 pl->ob->roll_stats ();
386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
388
389 set_first_map (pl->ob);
390
391 return pl;
392 }
393
394 /*
395 * get_player_archetype() return next player archetype from archetype
396 * list. Not very efficient routine, but used only creating new players.
397 * Note: there MUST be at least one player archetype!
398 */
399 archetype *
400 get_player_archetype (archetype *at)
401 {
402 archetype *start = at;
403
404 for (;;)
405 {
406 if (at == NULL || at->next == NULL)
407 at = first_archetype;
408 else
409 at = at->next;
410
411 if (at->clone.type == PLAYER)
412 return at;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 }
420 }
421
422 object *
423 get_nearest_player (object *mon)
424 {
425 object *op = NULL;
426 objectlink *ol;
427 unsigned lastdist;
428 rv_vector rv;
429
430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 {
432 /* We should not find free objects on this friendly list, but it
433 * does periodically happen. Given that, lets deal with it.
434 * While unlikely, it is possible the next object on the friendly
435 * list is also free, so encapsulate this in a while loop.
436 */
437 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438 {
439 object *tmp = ol->ob;
440
441 /* Can't do much more other than log the fact, because the object
442 * itself will have been cleared.
443 */
444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
446 ol = ol->next;
447 remove_friendly_object (tmp);
448 if (!ol)
449 return op;
450 }
451
452 /* Remove special check for player from this. First, it looks to cause
453 * some crashes (ol->ob->contr not set properly?), but secondly, a more
454 * complicated method of state checking would be needed in any case -
455 * as it was, a clever player could type quit, and the function would
456 * skip them over while waiting for confirmation. Remove
457 * on_same_map check, as can_detect_enemy also does this
458 */
459 if (!can_detect_enemy (mon, ol->ob, &rv))
460 continue;
461
462 if (lastdist > rv.distance)
463 {
464 op = ol->ob;
465 lastdist = rv.distance;
466 }
467 }
468
469 for_all_players (pl)
470 if (can_detect_enemy (mon, pl->ob, &rv))
471 if (lastdist > rv.distance)
472 {
473 op = pl->ob;
474 lastdist = rv.distance;
475 }
476
477 #if 0
478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
479 #endif
480 return op;
481 }
482
483 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
484 * result in a monster paths backtracking. It basically determines how large a
485 * detour a monster will take from the direction path when looking
486 * for a path to the player. The values are in the amount of direction
487 * the deviation is
488 */
489 #define DETOUR_AMOUNT 2
490
491 /* This is used to prevent infinite loops. Consider a case where the
492 * player is in a chamber (with gate closed), and monsters are outside.
493 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
494 * find a path into the chamber. This is a good thing, but since there
495 * is no real path, it will just keep circling the chamber for
496 * ever (this could be a nice effect for monsters, but not for the function
497 * to get stuck in. I think for the monsters, if max is reached and
498 * we return the first direction the creature could move would result in the
499 * circling behaviour. Unfortunately, this function is also used to determined
500 * if the creature should cast a spell, so returning a direction in that case
501 * is probably not a good thing.
502 */
503 #define MAX_SPACES 50
504
505 /*
506 * Returns the direction to the player, if valid. Returns 0 otherwise.
507 * modified to verify there is a path to the player. Does this by stepping towards
508 * player and if path is blocked then see if blockage is close enough to player that
509 * direction to player is changed (ie zig or zag). Continue zig zag until either
510 * reach player or path is blocked. Thus, will only return true if there is a free
511 * path to player. Though path may not be a straight line. Note that it will find
512 * player hiding along a corridor at right angles to the corridor with the monster.
513 *
514 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
515 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
516 * down corriders.
517 * 2) I think the old code was broken if the first direction the monster
518 * should move was blocked - the code would store the first direction without
519 * verifying that the player can actually move in that direction. The new
520 * code does not store anything in firstdir until we have verified that the
521 * monster can in fact move one space in that direction.
522 * 3) I'm not sure how good this code will be for moving multipart monsters,
523 * since only simple checks to blocked are being called, which could mean the monster
524 * is blocking itself.
525 */
526 int
527 path_to_player (object *mon, object *pl, unsigned mindiff)
528 {
529 rv_vector rv;
530 sint16 x, y;
531 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
532 maptile *m, *lastmap;
533
534 get_rangevector (mon, pl, &rv, 0);
535
536 if (rv.distance < mindiff)
537 return 0;
538
539 x = mon->x;
540 y = mon->y;
541 m = mon->map;
542 dir = rv.direction;
543 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
546 /* If we can't solve it within the search distance, return now. */
547 if (diff > max)
548 return 0;
549
550 while (diff > 1 && max > 0)
551 {
552 lastx = x;
553 lasty = y;
554 lastmap = m;
555 x = lastx + freearr_x[dir];
556 y = lasty + freearr_y[dir];
557
558 mflags = get_map_flags (m, &m, x, y, &x, &y);
559 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
560
561 /* Space is blocked - try changing direction a little */
562 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
563 && (m == mon->map && blocked_link (mon, m, x, y))))
564 {
565 /* recalculate direction from last good location. Possible
566 * we were not traversing ideal location before.
567 */
568 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
569 if (rv.direction != dir)
570 {
571 /* OK - says direction should be different - lets reset the
572 * the values so it will try again.
573 */
574 x = lastx;
575 y = lasty;
576 m = lastmap;
577 dir = firstdir = rv.direction;
578 }
579 else
580 {
581 /* direct path is blocked - try taking a side step to
582 * either the left or right.
583 * Note increase the values in the loop below to be
584 * more than -1/1 respectively will mean the monster takes
585 * bigger detour. Have to be careful about these values getting
586 * too big (3 or maybe 4 or higher) as the monster may just try
587 * stepping back and forth
588 */
589 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
590 {
591 if (i == 0)
592 continue; /* already did this, so skip it */
593 /* Use lastdir here - otherwise,
594 * since the direction that the creature should move in
595 * may change, you could get infinite loops.
596 * ie, player is northwest, but monster can only
597 * move west, so it does that. It goes some distance,
598 * gets blocked, finds that it should move north,
599 * can't do that, but now finds it can move east, and
600 * gets back to its original point. lastdir contains
601 * the last direction the creature has successfully
602 * moved.
603 */
604
605 x = lastx + freearr_x[absdir (lastdir + i)];
606 y = lasty + freearr_y[absdir (lastdir + i)];
607 m = lastmap;
608 mflags = get_map_flags (m, &m, x, y, &x, &y);
609 if (mflags & P_OUT_OF_MAP)
610 continue;
611 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
612 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
613 continue;
614 if (mflags & P_BLOCKSVIEW)
615 continue;
616
617 if (m == mon->map && blocked_link (mon, m, x, y))
618 break;
619 }
620 /* go through entire loop without finding a valid
621 * sidestep to take - thus, no valid path.
622 */
623 if (i == (DETOUR_AMOUNT + 1))
624 return 0;
625 diff--;
626 lastdir = dir;
627 max--;
628 if (!firstdir)
629 firstdir = dir + i;
630 } /* else check alternate directions */
631 } /* if blocked */
632 else
633 {
634 /* we moved towards creature, so diff is less */
635 diff--;
636 max--;
637 lastdir = dir;
638 if (!firstdir)
639 firstdir = dir;
640 }
641
642 if (diff <= 1)
643 {
644 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance.
646 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
649 }
650
651 if (diff > max)
652 return 0;
653 }
654
655 /* If we reached the max, didn't find a direction in time */
656 if (!max)
657 return 0;
658
659 return firstdir;
660 }
661
662 void
663 give_initial_items (object *pl, treasurelist * items)
664 {
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669
670 for (op = pl->inv; op; op = next)
671 {
672 next = op->below;
673
674 /* Forces get applied per default, unless they have the
675 * flag "neutral" set. Sorry but I can't think of a better way
676 */
677 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
678 SET_FLAG (op, FLAG_APPLIED);
679
680 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions
682 */
683 if (pl->type == PLAYER)
684 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
686 (op->type == ARMOUR || op->type == BOOTS ||
687 op->type == CLOAK || op->type == HELMET ||
688 op->type == SHIELD || op->type == GLOVES ||
689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
690 {
691 op->destroy ();
692 continue;
693 }
694 }
695
696 /* This really needs to be better - we should really give
697 * a substitute spellbook. The problem is that we don't really
698 * have a good idea what to replace it with (need something like
699 * a first level treasurelist for each skill.)
700 * remove duplicate skills also
701 */
702 if (op->type == SPELLBOOK || op->type == SKILL)
703 {
704 object *tmp;
705
706 for (tmp = op->below; tmp; tmp = tmp->below)
707 if (tmp->type == op->type && tmp->name == op->name)
708 break;
709
710 if (tmp)
711 {
712 op->destroy ();
713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
714 continue;
715 }
716
717 if (op->nrof > 1)
718 op->nrof = 1;
719 }
720
721 if (op->type == SPELLBOOK && op->inv)
722 {
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725
726 /* Give starting characters identified, uncursed, and undamned
727 * items. Just don't identify gold or silver, or it won't be
728 * merged properly.
729 */
730 if (need_identify (op))
731 {
732 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED);
735 }
736 if (op->type == SPELL)
737 {
738 op->destroy ();
739 continue;
740 }
741 else if (op->type == SKILL)
742 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0;
745 op->level = 1;
746 }
747 /* lock all 'normal items by default */
748 else
749 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */
751
752 /* Need to set up the skill pointers */
753 link_player_skills (pl);
754 }
755
756 void
757 get_party_password (object *op, partylist *party)
758 {
759 if (party == NULL)
760 {
761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
762 return;
763 }
764
765 op->contr->write_buf[0] = '\0';
766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
767 op->contr->party_to_join = party;
768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
769 }
770
771 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
772 static int
773 roll_stat (void)
774 {
775 int a[4], i, j, k;
776
777 for (i = 0; i < 4; i++)
778 a[i] = (int) rndm (6) + 1;
779
780 for (i = 0, j = 0, k = 7; i < 4; i++)
781 if (a[i] < k)
782 k = a[i], j = i;
783
784 for (i = 0, k = 0; i < 4; i++)
785 if (i != j)
786 k += a[i];
787
788 return k;
789 }
790
791 void
792 object::roll_stats ()
793 {
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
798 int sum = 0;
799 for (int i = NUM_STATS; i--; )
800 sum += statsort [i] = roll_stat ();
801
802 if (sum >= 82 && sum <= 116)
803 break;
804 }
805
806 // Sort the stats so that rerolling is easier...
807 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
808
809 for (int i = 0; i < NUM_STATS; ++i)
810 stats.stat (i) = statsort [i];
811
812 stats.exp = 0;
813 stats.ac = 0;
814
815 stats.hp = stats.maxhp;
816 stats.sp = stats.maxsp;
817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
825 contr->orig_stats = stats;
826 }
827 }
828
829 void
830 object::swap_stats (int a, int b)
831 {
832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833
834 for (int i = 0; i < NUM_STATS; ++i)
835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857 }
858
859 static void
860 start_info (object *op)
861 {
862 char buf[MAX_BUF];
863
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868 }
869
870 /* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE,
874 * not the class.
875 */
876 void
877 player::chargen_race_done ()
878 {
879 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, ob, 0, 0, 0);
885
886 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr);
888
889 ob->contr->ns->state = ST_PLAYING;
890
891 if (ob->msg)
892 ob->msg = 0;
893
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902
903 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob);
908 ob->update_stats ();
909
910 /* This moves the player to a different start map, if there
911 * is one for this race
912 */
913 if (*first_map_ext_path)
914 {
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else
929 LOG (llevDebug, "first_map_ext_path not set\n");
930 }
931
932 void
933 player::chargen_race_next ()
934 {
935 /* Following actually changes the race - this is the default command
936 * if we don't match with one of the options above.
937 */
938
939 do
940 {
941 shstr name = ob->name;
942 int x = ob->x, y = ob->y;
943
944 ob->remove_statbonus ();
945 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob);
948 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name;
951 ob->x = x;
952 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name);
956 ob->add_statbonus ();
957 }
958 while (!allowed_class (ob));
959
960 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, ob, ob);
962 ob->update_stats ();
963 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0;
966 }
967
968 void
969 flee_player (object *op)
970 {
971 int dir, diff;
972 rv_vector rv;
973
974 if (op->stats.hp < 0)
975 {
976 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED);
978 return;
979 }
980
981 if (op->enemy == NULL)
982 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED);
985 return;
986 }
987
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return;
1004 }
1005
1006 get_rangevector (op, op->enemy, &rv, 0);
1007
1008 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++)
1010 {
1011 int m = 1 - (RANDOM () & 2);
1012
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return;
1015 }
1016
1017 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL;
1020 }
1021
1022 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1023 * It returns 1 if the player should keep on moving, 0 if he should
1024 * stop.
1025 */
1026 int
1027 check_pick (object *op)
1028 {
1029 object *tmp, *next;
1030 int stop = 0;
1031 int wvratio;
1032 char putstring[128];
1033
1034 /* if you're flying, you cna't pick up anything */
1035 if (op->move_type & MOVE_FLYING)
1036 return 1;
1037
1038 next = op->below;
1039
1040 /* loop while there are items on the floor that are not marked as
1041 * destroyed */
1042 while (next && !next->destroyed ())
1043 {
1044 tmp = next;
1045 next = tmp->below;
1046
1047 if (op->destroyed ())
1048 return 0;
1049
1050 if (!can_pick (op, tmp))
1051 continue;
1052
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 {
1055 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp);
1057 continue;
1058 }
1059
1060 /* high not bit set? We're using the old autopickup model */
1061 if (!(op->contr->mode & PU_NEWMODE))
1062 {
1063 switch (op->contr->mode)
1064 {
1065 case 0:
1066 return 1; /* don't pick up */
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 }
1098 }
1099 else
1100 { /* old model */
1101 /* NEW pickup handling */
1102 if (op->contr->mode & PU_DEBUG)
1103 {
1104 /* some debugging code to figure out item information */
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue;
1151
1152 /* ignore known cursed objects */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1154 continue;
1155
1156 /* all food and drink if desired */
1157 /* question: don't pick up known-poisonous stuff? */
1158 if (op->contr->mode & PU_FOOD)
1159 if (tmp->type == FOOD)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_DRINK)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_POTION)
1173 if (tmp->type == POTION)
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL)
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 {
1219 if (tmp->type == MONEY || tmp->type == GEM)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351 #if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else
1358 fprintf (stderr, "%s", tmp->arch->name);
1359 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 #endif
1362 continue;
1363 }
1364 }
1365 } /* the new pickup model */
1366 }
1367
1368 return !stop;
1369 }
1370
1371 /*
1372 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the
1374 * found object is returned.
1375 */
1376 object *
1377 find_arrow (object *op, const char *type)
1378 {
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type)
1385 return op;
1386
1387 return tmp;
1388 }
1389
1390 /*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */
1396 object *
1397 find_better_arrow (object *op, object *target, const char *type, int *better)
1398 {
1399 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i;
1401
1402 if (!type)
1403 return NULL;
1404
1405 for (arrow = op->inv; arrow; arrow = arrow->below)
1406 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1408 {
1409 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i);
1411 if (i > betterby)
1412 {
1413 tmp = ntmp;
1414 betterby = i;
1415 }
1416 }
1417 else if (arrow->type == ARROW && arrow->race == type)
1418 {
1419 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1421 {
1422 if (arrow->attacktype & AT_DEATH)
1423 {
1424 *better = 100;
1425 return arrow;
1426 }
1427 else
1428 {
1429 tmp = arrow;
1430 betterby = (arrow->magic + arrow->stats.dam) * 2;
1431 }
1432 }
1433 else
1434 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 {
1437 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1440 {
1441 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1443 }
1444 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 {
1447 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 }
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 {
1452 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 }
1455 }
1456 }
1457 }
1458 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type);
1460
1461 *better = betterby;
1462 return tmp;
1463 }
1464
1465 /* looks in a given direction, finds the first valid target, and calls
1466 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter
1468 * type = bow->race
1469 * dir = fire direction
1470 */
1471 object *
1472 pick_arrow_target (object *op, const char *type, int dir)
1473 {
1474 object *tmp = NULL;
1475 maptile *m;
1476 int i, mflags, found, number;
1477 sint16 x, y;
1478
1479 if (op->map == NULL)
1480 return find_arrow (op, type);
1481
1482 /* do a dex check */
1483 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1484 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1485 return find_arrow (op, type);
1486
1487 m = op->map;
1488 x = op->x;
1489 y = op->y;
1490
1491 /* find the first target */
1492 for (i = 0, found = 0; i < 20; i++)
1493 {
1494 x += freearr_x[dir];
1495 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y);
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 {
1499 tmp = NULL;
1500 break;
1501 }
1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption.
1506 */
1507 tmp = NULL;
1508 break;
1509 }
1510 if (mflags & P_IS_ALIVE)
1511 {
1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break;
1520 }
1521 }
1522 if (tmp == NULL)
1523 return find_arrow (op, type);
1524
1525 if (tmp->head)
1526 tmp = tmp->head;
1527
1528 return find_better_arrow (op, tmp, type, &i);
1529 }
1530
1531 /*
1532 * Creature fires a bow - op can be monster or player. Returns
1533 * 1 if bow was actually fired, 0 otherwise.
1534 * op is the object firing the bow.
1535 * part is for multipart creatures - the part firing the bow.
1536 * dir is the direction of fire.
1537 * wc_mod is any special modifier to give (used in special player fire modes)
1538 * sx, sy are coordinates to fire arrow from - also used in some of the special
1539 * player fire modes.
1540 */
1541 int
1542 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1543 {
1544 object *left, *bow;
1545 int mflags;
1546 maptile *m;
1547
1548 if (!dir)
1549 {
1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1551 return 0;
1552 }
1553
1554 if (op->contr)
1555 bow = op->current_weapon;
1556 else
1557 {
1558 for (bow = op->inv; bow; bow = bow->below)
1559 /* Don't check for applied - monsters don't apply bows - in that way, they
1560 * don't need to switch back and forth between bows and weapons.
1561 */
1562 if (bow->type == BOW)
1563 break;
1564
1565 if (!bow)
1566 {
1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1568 return 0;
1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1578 }
1579
1580 if (!bow->race || !bow->skill)
1581 {
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583 return 0;
1584 }
1585
1586 if (arrow == NULL)
1587 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1590 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1596 return 0;
1597 }
1598 }
1599
1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1601 if (mflags & P_OUT_OF_MAP)
1602 return 0;
1603
1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605 {
1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1607 return 0;
1608 }
1609
1610 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0)
1612 {
1613 arrow->destroy ();
1614 return 0;
1615 }
1616
1617 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1);
1619 if (!arrow)
1620 {
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 return 0;
1623 }
1624
1625 arrow->set_owner (op);
1626 arrow->skill = bow->skill;
1627 arrow->direction = dir;
1628
1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636 #if 0
1637 if (player *pl = op->contr)
1638 {
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648 }
1649 #endif
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652
1653 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.f;
1656
1657 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0;
1659
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661
1662 if (op->type == PLAYER)
1663 {
1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 wc -= dex_bonus[op->stats.Dex];
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1671 }
1672 else
1673 {
1674 arrow->level = op->level;
1675 arrow->stats.wc -= bow->magic;
1676
1677 if (!arrow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1680 arrow->attacktype |= bow->attacktype;
1681 }
1682
1683 wc -= arrow->level;
1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1691 m->insert (arrow, sx, sy, op);
1692
1693 if (!arrow->destroyed ())
1694 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703
1704 return 1;
1705 }
1706
1707 /* Special fire code for players - this takes into
1708 * account the special fire modes players can have
1709 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player,
1712 * hence the function name.
1713 */
1714 int
1715 player_fire_bow (object *op, int dir)
1716 {
1717 int ret = 0, wcmod = 0;
1718
1719 if (op->contr->bowtype == bow_bestarrow)
1720 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1726 wcmod = -1;
1727
1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 }
1730 else if (op->contr->bowtype == bow_threewide)
1731 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 }
1736 else if (op->contr->bowtype == bow_spreadshot)
1737 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741 }
1742 else
1743 {
1744 /* Simple case */
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 }
1747
1748 return ret;
1749 }
1750
1751 /* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable.
1753 */
1754 void
1755 fire_misc_object (object *op, int dir)
1756 {
1757 object *item = op->contr->ranged_ob;
1758
1759 if (!item)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return;
1763 }
1764
1765 if (!item->inv)
1766 {
1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1768 return;
1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1774 if (item->type == WAND)
1775 {
1776 if (item->stats.food <= 0)
1777 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
1781 return;
1782 }
1783 }
1784 else if (item->type == ROD || item->type == HORN)
1785 {
1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1787 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1790 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
1795 return;
1796 }
1797 }
1798
1799 if (cast_spell (op, item, dir, item->inv, NULL))
1800 {
1801 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1802 if (item->type == WAND)
1803 {
1804 if (!(--item->stats.food))
1805 {
1806 object *tmp;
1807
1808 if (item->arch)
1809 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face;
1812 item->set_speed (0);
1813 }
1814
1815 if ((tmp = item->in_player ()))
1816 esrv_update_item (UPD_ANIM, tmp, item);
1817 }
1818 }
1819 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item);
1821 }
1822 }
1823
1824 /* Received a fire command for the player - go and do it.
1825 */
1826 bool
1827 fire (object *op, int dir)
1828 {
1829 int spellcost = 0;
1830
1831 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op))
1833 make_visible (op);
1834
1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return false;
1841 }
1842
1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return false;
1847
1848 if (!op->change_weapon (ob))
1849 return false;
1850
1851 if (op->speed_left > 0.f)
1852 --op->speed_left;
1853 else
1854 return false;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
1859 player_fire_bow (op, dir);
1860 break;
1861
1862 case SPELL:
1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1864 break;
1865
1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
1875 fire_misc_object (op, dir);
1876 break;
1877 }
1878
1879 return true;
1880 }
1881
1882 /* find_key
1883 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic
1886 * for both is the same - just the specific key is different.
1887 * pl is the player,
1888 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers.
1891 */
1892 object *
1893 find_key (object *pl, object *container, object *door)
1894 {
1895 object *tmp, *key;
1896
1897 /* Should not happen, but sanity checking is never bad */
1898 if (!container->inv)
1899 return 0;
1900
1901 /* First, lets try to find a key in the top level inventory */
1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 if (door->type == DOOR && tmp->type == KEY)
1905 break;
1906 /* For sanity, we should really check door type, but other stuff
1907 * (like containers) can be locked with special keys
1908 */
1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1910 break;
1911 }
1912
1913 /* No key found - lets search inventories now */
1914 /* If we find and use a key in an inventory, return at that time.
1915 * otherwise, if we search all the inventories and still don't find
1916 * a key, return
1917 */
1918 if (!tmp)
1919 {
1920 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1922 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1925 if ((key = find_key (pl, tmp, door)))
1926 return key;
1927 }
1928 }
1929
1930 if (!tmp)
1931 return NULL;
1932 }
1933
1934 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it
1936 */
1937 if (pl != container)
1938 {
1939 /* Only let players use keys in containers */
1940 if (!pl->contr)
1941 return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 {
1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1961 return NULL;
1962 }
1963 }
1964
1965 return tmp;
1966 }
1967
1968 /* moved door processing out of move_player_attack.
1969 * returns 1 if player has opened the door with a key
1970 * such that the caller should not do anything more,
1971 * 0 otherwise
1972 */
1973 static int
1974 player_attack_door (object *op, object *door)
1975 {
1976 /* If its a door, try to find a key. If we do destroy the door,
1977 * might as well return immediately as there is nothing more to do -
1978 * otherwise, we fall through to the rest of the code.
1979 */
1980 object *key = find_key (op, op, door);
1981
1982 /* If we found a key, do some extra work */
1983 if (key)
1984 {
1985 object *container = key->env;
1986
1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1989 if (action_makes_visible (op))
1990 make_visible (op);
1991
1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 spring_trap (door->inv, op);
1994
1995 if (door->type == DOOR)
1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1997 else if (door->type == LOCKED_DOOR)
1998 {
1999 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2000 remove_door2 (door); /* remove door without violence ;-) */
2001 }
2002
2003 /* Do this after we print the message */
2004 decrease_ob (key); /* Use up one of the keys */
2005 /* Need to update the weight the container the key was in */
2006 if (container != op)
2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2009 return 1; /* Nothing more to do below */
2010 }
2011 else if (door->type == LOCKED_DOOR)
2012 {
2013 /* Might as well return now - no other way to open this */
2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2015 return 1;
2016 }
2017
2018 return 0;
2019 }
2020
2021 /* This function is just part of a breakup from move_player.
2022 * It should keep the code cleaner.
2023 * When this is called, the players direction has been updated
2024 * (taking into account confusion.) The player is also actually
2025 * going to try and move (not fire weapons).
2026 */
2027 bool
2028 move_player_attack (object *op, int dir)
2029 {
2030 int on_battleground;
2031
2032 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y;
2034
2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 if (out_of_map (op->map, nx, ny))
2038 return false;
2039
2040 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2041 {
2042 --op->speed_left;
2043 return true;
2044 }
2045
2046 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses.
2054 */
2055 maptile *m = op->map->xy_find (nx, ny);
2056
2057 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space
2061 */
2062 object *mon;
2063 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 {
2065 if ((mon->flag [FLAG_ALIVE]
2066 || mon->type == LOCKED_DOOR
2067 || mon->flag [FLAG_CAN_ROLL])
2068 && mon != op)
2069 break;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return false; /* into a wall */
2074
2075 mon = mon->head_ ();
2076
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door (op, mon))
2080 {
2081 --op->contr->weapon_sp_left;
2082 return true;
2083 }
2084
2085 /* The following deals with possibly attacking peaceful
2086 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them.
2091 */
2092
2093 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive.
2096 */
2097 if (op->type == PLAYER
2098 && ((mon->owner && mon->owner->contr
2099 && same_party (mon->owner->contr->party, op->contr->party))
2100 || mon->owner == op)
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 {
2103 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced)
2105 return false;
2106
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2110
2111 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 push_ob (mon, dir, op);
2113
2114 if (op->contr->tmp_invis || op->hide)
2115 make_visible (op);
2116
2117 return true;
2118 }
2119 else
2120 return false;
2121 }
2122
2123 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't
2126 * attack them either.
2127 */
2128 if ((mon->type == PLAYER || mon->enemy != op)
2129 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2130 && ((op->contr->peaceful
2131 || (mon->type == PLAYER && mon->contr->peaceful))
2132 && !on_battleground))
2133 {
2134 if (op->speed_left > 0.f)
2135 {
2136 --op->speed_left;
2137
2138 if (!op->contr->braced)
2139 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op);
2142 }
2143 else
2144 new_draw_info (0, 0, op, "You withhold your attack");
2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148
2149 return true;
2150 }
2151 }
2152 /* If the object is a boulder or other rollable object, then
2153 * roll it if not braced. You can't roll it if you are braced.
2154 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 if (op->speed_left > 0.f)
2158 {
2159 --op->speed_left;
2160
2161 recursive_roll (mon, dir, op);
2162 if (action_makes_visible (op))
2163 make_visible (op);
2164
2165 return true;
2166 }
2167 }
2168 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen.
2173 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 {
2177 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 {
2179 --op->contr->weapon_sp_left;
2180
2181 skill_attack (mon, op, 0, 0, 0);
2182
2183 if (action_makes_visible (op))
2184 make_visible (op);
2185
2186 return true;
2187 }
2188 }
2189
2190 return false;
2191 }
2192
2193 bool
2194 move_player (object *op, int dir)
2195 {
2196 int pick;
2197
2198 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2199 return 0;
2200
2201 /* Sanity check: make sure dir is valid */
2202 if ((dir < 0) || (dir >= 9))
2203 {
2204 LOG (llevError, "move_player: invalid direction %d\n", dir);
2205 return 0;
2206 }
2207
2208 /* peterm: added following line */
2209 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2210 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2211
2212 op->facing = dir;
2213
2214 if (op->hide)
2215 do_hidden_move (op);
2216
2217 bool retval;
2218
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on)
2222 retval = fire (op, dir);
2223 else
2224 {
2225 retval = move_player_attack (op, dir);
2226 pick = check_pick (op);
2227 }
2228
2229 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing.
2231 */
2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2233 op->direction = dir;
2234 else
2235 op->direction = 0;
2236
2237 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities
2239 * for players.
2240 */
2241 animate_object (op, op->facing);
2242
2243 return retval;
2244 }
2245
2246 /* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands.
2250 *
2251 * Returns true if there are more actions we can do. Should not do
2252 * many actions in a row, as that would be too unfair to other
2253 * players.
2254 */
2255 bool
2256 handle_newcs_player (object *op)
2257 {
2258 if (QUERY_FLAG (op, FLAG_SCARED))
2259 {
2260 if (op->speed_left > 0.f)
2261 {
2262 --op->speed_left;
2263 flee_player (op);
2264
2265 return true;
2266 }
2267 else
2268 return false;
2269 }
2270
2271 /* call this here - we also will call this in do_ericserver, but
2272 * the players time has been increased when doericserver has been
2273 * called, so we recheck it here.
2274 */
2275 if (op->contr->ns->handle_command ())
2276 return true;
2277
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 return move_player (op, op->direction);
2280
2281 return false;
2282 }
2283
2284 int
2285 save_life (object *op)
2286 {
2287 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2288 return 0;
2289
2290 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2292 {
2293 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2294 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2295
2296 if (op->contr)
2297 esrv_del_item (op->contr, tmp->count);
2298
2299 tmp->destroy ();
2300 CLEAR_FLAG (op, FLAG_LIFESAVE);
2301
2302 if (op->stats.hp < 0)
2303 op->stats.hp = op->stats.maxhp;
2304
2305 if (op->stats.food < 0)
2306 op->stats.food = 999;
2307
2308 op->update_stats ();
2309 return 1;
2310 }
2311
2312 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed (op); /* bring him home. */
2315 return 0;
2316 }
2317
2318 /* This goes throws the inventory and removes unpaid objects, and puts them
2319 * back in the map (location and map determined by values of env). This
2320 * function will descend into containers. op is the object to start the search
2321 * from.
2322 */
2323 void
2324 remove_unpaid_objects (object *op, object *env)
2325 {
2326 while (op)
2327 {
2328 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329
2330 if (QUERY_FLAG (op, FLAG_UNPAID))
2331 {
2332 if (env->type == PLAYER)
2333 esrv_del_item (env->contr, op->count);
2334
2335 op->insert_at (env);
2336 }
2337 else if (op->inv)
2338 remove_unpaid_objects (op->inv, env);
2339
2340 op = next;
2341 }
2342 }
2343
2344 /*
2345 * Returns pointer a static string containing gravestone text
2346 * Moved from apply.c to player.c - player.c is what
2347 * actually uses this function. player.c may not be quite the
2348 * best, a misc file for object actions is probably better,
2349 * but there isn't one in the server directory.
2350 */
2351 char *
2352 gravestone_text (object *op)
2353 {
2354 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF];
2356 time_t now = time (NULL);
2357
2358 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else
2362 sprintf (buf, "%s\n", &op->name);
2363
2364 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf);
2366 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2370
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER)
2374 {
2375 sprintf (buf, "by %s.\n\n", op->contr->killer);
2376 strncat (buf2, " ", 21 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 }
2379
2380 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2382 strcat (buf2, buf);
2383
2384 return buf2;
2385 }
2386
2387 void
2388 do_some_living (object *op)
2389 {
2390 int last_food = op->stats.food;
2391 int gen_hp, gen_sp, gen_grace;
2392 int over_hp, over_sp, over_grace;
2393 int i;
2394 int rate_hp = 1200;
2395 int rate_sp = 2500;
2396 int rate_grace = 2000;
2397 const int max_hp = 1;
2398 const int max_sp = 1;
2399 const int max_grace = 1;
2400
2401 if (op->contr->hidden)
2402 {
2403 op->invisible = 1000;
2404 /* the socket code flashes the player visible/invisible
2405 * depending on the value of invisible, so we need to
2406 * alternate it here for it to work correctly.
2407 */
2408 if (pticks & 2)
2409 op->invisible--;
2410 }
2411 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2412 {
2413 if (!op->invisible--)
2414 {
2415 make_visible (op);
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2417 }
2418 }
2419
2420 if (op->contr->ns->state == ST_PLAYING)
2421 {
2422 /* these next three if clauses make it possible to SLOW DOWN
2423 hp/grace/spellpoint regeneration. */
2424 if (op->contr->gen_hp >= 0)
2425 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2426 else
2427 {
2428 gen_hp = op->stats.maxhp;
2429 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2430 }
2431
2432 if (op->contr->gen_sp >= 0)
2433 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2434 else
2435 {
2436 gen_sp = op->stats.maxsp;
2437 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2438 }
2439
2440 if (op->contr->gen_grace >= 0)
2441 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2442 else
2443 {
2444 gen_grace = op->stats.maxgrace;
2445 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2446 }
2447
2448 /* Regenerate Spell Points */
2449 if (!op->contr->golem && --op->last_sp < 0)
2450 {
2451 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2452 if (op->stats.sp < op->stats.maxsp)
2453 {
2454 op->stats.sp++;
2455 /* dms do not consume food */
2456 if (!QUERY_FLAG (op, FLAG_WIZ))
2457 {
2458 op->stats.food--;
2459 if (op->contr->digestion < 0)
2460 op->stats.food += op->contr->digestion;
2461 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2462 op->stats.food = last_food;
2463 }
2464 }
2465
2466 if (max_sp > 1)
2467 {
2468 over_sp = (gen_sp + 10) / rate_sp;
2469 if (over_sp > 0)
2470 {
2471 if (op->stats.sp < op->stats.maxsp)
2472 {
2473 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2474
2475 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2476 op->stats.sp--;
2477
2478 if (op->stats.sp > op->stats.maxsp)
2479 op->stats.sp = op->stats.maxsp;
2480 }
2481 op->last_sp = 0;
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2489
2490 /* Regenerate Grace */
2491 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2492 if (--op->last_grace < 0)
2493 {
2494 if (op->stats.grace < op->stats.maxgrace / 2)
2495 op->stats.grace++; /* no penalty in food for regaining grace */
2496
2497 if (max_grace > 1)
2498 {
2499 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2500 if (over_grace > 0)
2501 {
2502 op->stats.sp += over_grace
2503 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2504 op->last_grace = 0;
2505 }
2506 else
2507 {
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 }
2510 }
2511 else
2512 {
2513 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if (--op->last_heal < 0)
2520 {
2521 if (op->stats.hp < op->stats.maxhp)
2522 {
2523 op->stats.hp++;
2524 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 {
2527 op->stats.food--;
2528 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion;
2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531 op->stats.food = last_food;
2532 }
2533 }
2534
2535 if (max_hp > 1)
2536 {
2537 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2538 if (over_hp > 0)
2539 {
2540 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2541 op->last_heal = 0;
2542 }
2543 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 }
2547 }
2548 else
2549 {
2550 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2551 }
2552 }
2553
2554 /* Digestion */
2555 if (--op->last_eat < 0)
2556 {
2557 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2558
2559 if (op->contr->gen_hp > 0)
2560 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2561 else
2562 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2563
2564 /* dms do not consume food */
2565 if (!QUERY_FLAG (op, FLAG_WIZ))
2566 op->stats.food--;
2567 }
2568
2569 if (op->stats.food < 0 && op->stats.hp >= 0)
2570 {
2571 object *tmp, *flesh = 0;
2572
2573 for (tmp = op->inv; tmp; tmp = tmp->below)
2574 {
2575 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2576 {
2577 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2578 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2580 manual_apply (op, tmp, 0);
2581 if (op->stats.food >= 0 || op->stats.hp < 0)
2582 break;
2583 }
2584 else if (tmp->type == FLESH)
2585 flesh = tmp;
2586 } /* End if paid for object */
2587 } /* end of for loop */
2588
2589 /* If player is still starving, it means they don't have any food, so
2590 * eat flesh instead.
2591 */
2592 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2593 {
2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2595 manual_apply (op, flesh, 0);
2596 }
2597 }
2598
2599 while (op->stats.food < 0 && op->stats.hp >= 0)
2600 op->stats.food++, op->stats.hp--;
2601
2602 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2603 kill_player (op);
2604 }
2605 }
2606
2607 /* If the player should die (lack of hp, food, etc), we call this.
2608 * op is the player in jeopardy. If the player can not be saved (not
2609 * permadeath, no lifesave), this will take care of removing the player
2610 * file.
2611 */
2612 void
2613 kill_player (object *op)
2614 {
2615 char buf[MAX_BUF];
2616 int x, y;
2617
2618 //int i;
2619 maptile *map; /* this is for resurrection */
2620
2621 /* int z;
2622 int num_stats_lose;
2623 int lost_a_stat;
2624 int lose_this_stat;
2625 int this_stat; */
2626 int will_kill_again;
2627 archetype *at;
2628 object *tmp;
2629
2630 if (save_life (op))
2631 return;
2632
2633
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV
2637 */
2638 if (op_on_battleground (op, &x, &y))
2639 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642
2643 /* restore player */
2644 at = archetype::find ("poisoning");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2653 {
2654 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 }
2657
2658 cure_disease (op, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0)
2661 op->stats.food = 999;
2662
2663 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 {
2666 sprintf (buf, "%s's finger", &op->name);
2667 tmp->name = buf;
2668 sprintf (buf, " This finger has been cut off %s\n"
2669 " the %s, when he was defeated at\n level %d by %s.\n",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2671 tmp->msg = buf;
2672 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp);
2675 }
2676
2677 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0;
2680 return;
2681 }
2682
2683 INVOKE_PLAYER (DEATH, op->contr);
2684
2685 command_kill_pets (op, 0);
2686
2687 if (op->stats.food < 0)
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694
2695 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2696
2697 /* save the map location for corpse, gravestone */
2698 x = op->x;
2699 y = op->y;
2700 map = op->map;
2701
2702 /* NOT_PERMADEATH code. This basically brings the character back to
2703 * life if they are dead - it takes some exp and a random stat.
2704 * See the config.h file for a little more in depth detail about this.
2705 */
2706
2707 /* Basically two ways to go - remove a stat permanently, or just
2708 * make it depletion. This bunch of code deals with that aspect
2709 * of death.
2710 */
2711 #ifndef COZY_SERVER
2712 if (settings.balanced_stat_loss)
2713 {
2714 /* If stat loss is permanent, lose one stat only. */
2715 /* Lower level chars don't lose as many stats because they suffer
2716 more if they do. */
2717 /* Higher level characters can afford things such as potions of
2718 restoration, or better, stat potions. So we slug them that
2719 little bit harder. */
2720 /* GD */
2721 if (settings.stat_loss_on_death)
2722 num_stats_lose = 1;
2723 else
2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
2727 num_stats_lose = 1;
2728
2729 lost_a_stat = 0;
2730
2731 for (z = 0; z < num_stats_lose; z++)
2732 {
2733 i = RANDOM () % NUM_STATS;
2734
2735 if (settings.stat_loss_on_death)
2736 {
2737 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost.
2739 */
2740 change_attr_value (&(op->stats), i, -1);
2741 check_stat_bounds (&(op->stats));
2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2743 check_stat_bounds (&(op->contr->orig_stats));
2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2745 lost_a_stat = 1;
2746 }
2747 else
2748 {
2749 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion");
2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
2755 {
2756 dep = arch_to_object (deparch);
2757 insert_ob_in_ob (dep, op);
2758 }
2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss)
2761 {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value (&(dep->stats), i);
2765 if (this_stat < 0)
2766 {
2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2768 int keep_chance = this_stat * this_stat;
2769
2770 /* Yes, I am paranoid. Sue me. */
2771 if (keep_chance < 1)
2772 keep_chance = 1;
2773
2774 /* There is a maximum depletion total per level. */
2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2776 {
2777 lose_this_stat = 0;
2778 /* Take loss chance vs keep chance to see if we
2779 retain the stat. */
2780 }
2781 else
2782 {
2783 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
2788 }
2789 }
2790 }
2791
2792 if (lose_this_stat)
2793 {
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a
2799 * difference.
2800 */
2801 if (this_stat >= -50)
2802 {
2803 change_attr_value (&(dep->stats), i, -1);
2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
2809 }
2810 }
2811 }
2812 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat)
2814 {
2815 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */
2817 const char *god = determine_god (op);
2818
2819 if (god && (strcmp (god, "none")))
2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2821 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2823 }
2824 #else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2826 #endif
2827
2828 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone.
2830 */
2831 tmp = arch_to_object (archetype::find ("gravestone"));
2832 sprintf (buf, "%s's gravestone", &op->name);
2833 tmp->name = buf;
2834 sprintf (buf, "%s's gravestones", &op->name);
2835 tmp->name_pl = buf;
2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2837 tmp->msg = buf;
2838 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0);
2840
2841 /**************************************/
2842 /* */
2843 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */
2847 /**************************************/
2848
2849 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */
2851 at = archetype::find ("poisoning");
2852 tmp = present_arch_in_ob (at, op);
2853
2854 if (tmp)
2855 {
2856 tmp->destroy ();
2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858 }
2859
2860 at = archetype::find ("confusion");
2861 tmp = present_arch_in_ob (at, op);
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 }
2867
2868 cure_disease (op, 0); /* remove any disease */
2869
2870 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2874 op->stats.hp = op->stats.maxhp;
2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877
2878 /*
2879 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map.
2881 */
2882 remove_unpaid_objects (op->inv, op);
2883
2884 /****************************************/
2885 /* */
2886 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */
2888 /* */
2889 /****************************************/
2890
2891 enter_player_savebed (op);
2892
2893 op->contr->braced = 0;
2894
2895 /* it is possible that the player has blown something up
2896 * at his savebed location, and that can have long lasting
2897 * spell effects. So first see if there is a spell effect
2898 * on the space that might harm the player.
2899 */
2900 will_kill_again = 0;
2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2902 if (tmp->type == SPELL_EFFECT)
2903 will_kill_again |= tmp->attacktype;
2904
2905 if (will_kill_again)
2906 {
2907 object *force;
2908 int at;
2909
2910 force = get_archetype (FORCE_NAME);
2911 /* 50 ticks should be enough time for the spell to abate */
2912 force->speed = 0.1f;
2913 force->speed_left = -5.f;
2914 SET_FLAG (force, FLAG_APPLIED);
2915 for (at = 0; at < NROFATTACKS; at++)
2916 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100;
2918
2919 insert_ob_in_ob (force, op);
2920 op->update_stats ();
2921
2922 }
2923
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2925 }
2926
2927 void
2928 loot_object (object *op)
2929 { /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next;
2931
2932 op->close_container (); /* close open sack first */
2933
2934 for (tmp = op->inv; tmp; tmp = next)
2935 {
2936 next = tmp->below;
2937
2938 if (tmp->invisible)
2939 continue;
2940
2941 tmp->remove ();
2942 tmp->x = op->x, tmp->y = op->y;
2943
2944 if (tmp->type == CONTAINER)
2945 loot_object (tmp); /* empty container to ground */
2946
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 {
2949 if (tmp->nrof > 1)
2950 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 }
2955 else
2956 tmp->destroy ();
2957 }
2958 else
2959 insert_ob_in_map (tmp, op->map, NULL, 0);
2960 }
2961 }
2962
2963 /*
2964 * fix_weight(): Check recursively the weight of all players, and fix
2965 * what needs to be fixed. Refresh windows and fix speed if anything
2966 * was changed.
2967 */
2968 void
2969 fix_weight (void)
2970 {
2971 for_all_players (pl)
2972 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2974
2975 if (old == sum)
2976 continue;
2977 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2979 }
2980 }
2981
2982 void
2983 fix_luck (void)
2984 {
2985 for_all_players (pl)
2986 if (!pl->ob->contr->ns->state)
2987 pl->ob->change_luck (0);
2988 }
2989
2990 /* cast_dust() - handles op throwing objects of type 'DUST'.
2991 * This is much simpler in the new spell code - we basically
2992 * just treat this as any other spell casting object.
2993 */
2994 void
2995 cast_dust (object *op, object *throw_ob, int dir)
2996 {
2997 object *skop, *spob;
2998
2999 skop = find_skill_by_name (op, throw_ob->skill);
3000
3001 /* casting POTION 'dusts' is really a use_magic_item skill */
3002 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3003 {
3004 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3005 return;
3006 }
3007
3008 spob = throw_ob->inv;
3009
3010 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3011 // not pass NULL to cast_spell (which did indeed check itself, but
3012 // errors should be reported as early as possible IMHO)
3013 if (!spob)
3014 {
3015 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3016 return;
3017 }
3018
3019 if (op->type == PLAYER)
3020 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3021
3022 cast_spell (op, throw_ob, dir, spob, NULL);
3023
3024 throw_ob->destroy ();
3025 }
3026
3027 void
3028 make_visible (object *op)
3029 {
3030 op->hide = 0;
3031 op->invisible = 0;
3032 if (op->type == PLAYER)
3033 {
3034 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0;
3036 }
3037
3038 update_object (op, UP_OBJ_CHANGE);
3039 }
3040
3041 int
3042 is_true_undead (object *op)
3043 {
3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3045 return 1;
3046
3047 return 0;
3048 }
3049
3050 /* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels
3052 * indicate greater hideability.
3053 */
3054
3055 int
3056 hideability (object *ob)
3057 {
3058 int i, level = 0, mflag;
3059 sint16 x, y;
3060
3061 if (!ob || !ob->map)
3062 return 0;
3063
3064 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2;
3066
3067 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob))
3071 level = -(10 + (2 * ob->map->darkness));
3072
3073 /* scan through all nearby squares for terrain to hide in */
3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue;
3080 }
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2;
3083 else /* open terrain! */
3084 level -= 1;
3085 }
3086
3087 #if 0
3088 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3089 #endif
3090 return level;
3091 }
3092
3093 /* For Hidden creatures - a chance of becoming 'unhidden'
3094 * every time they move - as we subtract off 'invisibility'
3095 * AND, for players, if they move into a ridiculously unhideable
3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */
3098 void
3099 do_hidden_move (object *op)
3100 {
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3102 object *skop;
3103
3104 if (!op || !op->map)
3105 return;
3106
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3108
3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level)
3112 {
3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3114 make_visible (op);
3115 return;
3116 }
3117 else
3118 num += 20;
3119
3120 num += op->map->difficulty;
3121 hide = hideability (op); /* modify by terrain hidden level */
3122 num -= hide;
3123
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 {
3126 make_visible (op);
3127 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 }
3130 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3132 }
3133
3134 /* determine if who is standing near a hostile creature. */
3135
3136 int
3137 stand_near_hostile (object *who)
3138 {
3139 object *tmp = NULL;
3140 int i, friendly = 0, player = 0, mflags;
3141 maptile *m;
3142 sint16 x, y;
3143
3144 if (!who)
3145 return 0;
3146
3147 if (who->type == PLAYER)
3148 player = 1;
3149
3150 else
3151 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3152
3153 /* search adjacent squares */
3154 for (i = 1; i < 9; i++)
3155 {
3156 x = who->x + freearr_x[i];
3157 y = who->y + freearr_y[i];
3158 m = who->map;
3159 mflags = get_map_flags (m, &m, x, y, &x, &y);
3160 /* space must be blocked if there is a monster. If not
3161 * blocked, don't need to check this space.
3162 */
3163 if (mflags & P_OUT_OF_MAP)
3164 continue;
3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 continue;
3167
3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3169 {
3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3171 return 1;
3172 else if (tmp->type == PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding */
3175 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 }
3178 }
3179 }
3180 return 0;
3181 }
3182
3183 /* check the player los field for viewability of the
3184 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind
3190 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t.
3194 * This function is now map tiling safe.
3195 */
3196
3197 int
3198 player_can_view (object *pl, object *op)
3199 {
3200 rv_vector rv;
3201 int dx, dy;
3202
3203 if (pl->type != PLAYER)
3204 {
3205 LOG (llevError, "player_can_view() called for non-player object\n");
3206 return -1;
3207 }
3208
3209 if (!pl || !op)
3210 return 0;
3211
3212 op = op->head_ ();
3213
3214 get_rangevector (pl, op, &rv, 0x1);
3215
3216 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any
3218 * part that is in the los array but isnt on
3219 * a blocked los square.
3220 * we use the archetype to figure out offsets.
3221 */
3222 while (op)
3223 {
3224 dx = rv.distance_x + op->arch->clone.x;
3225 dy = rv.distance_y + op->arch->clone.y;
3226
3227 /* only the viewable area the player sees is updated by LOS
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1;
3235 op = op->more;
3236 }
3237 return 0;
3238 }
3239
3240 /* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not
3243 * effected by this. If we arent invisible to begin with, we
3244 * return 0.
3245 */
3246 int
3247 action_makes_visible (object *op)
3248 {
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0;
3254
3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3257
3258 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1;
3263 }
3264 }
3265 return 0;
3266 }
3267
3268 /* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile,
3270 * function returns TRUE/FALSE. If true x, y returns the battleground
3271 * -exit-coord. (and if x, y not NULL)
3272 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3273 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3274 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */
3276 int
3277 op_on_battleground (object *op, int *x, int *y)
3278 {
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3288 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 {
3294 /*before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3300 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302 {
3303 if (x != NULL && y != NULL)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3305 return 1;
3306 }
3307 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3311 return 1;
3312 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */
3316 return 0;
3317 }
3318
3319 /*
3320 * When a dragon-player gains a new stage of evolution,
3321 * he gets some treasure
3322 *
3323 * attributes:
3324 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus
3326 * int level ability level
3327 */
3328 void
3329 dragon_ability_gain (object *who, int atnr, int level)
3330 {
3331 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */
3333 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0;
3337
3338 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison");
3347
3348 if (trlist == NULL || who->type != PLAYER)
3349 return;
3350
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3352
3353 if (!tr || !tr->item)
3354 {
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3356 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone);
3361
3362 if (item->type == SPELL)
3363 {
3364 if (check_spell_known (who, item->name))
3365 return;
3366
3367 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3368 do_learn_spell (who, item, 0);
3369 return;
3370 }
3371
3372 /* grant direct spell */
3373 if (item->type == SPELLBOOK)
3374 {
3375 if (!item->inv)
3376 {
3377 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3378 return;
3379 }
3380 if (check_spell_known (who, item->inv->name))
3381 return;
3382 if (item->invisible)
3383 {
3384 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3385 do_learn_spell (who, item->inv, 0);
3386 return;
3387 }
3388 }
3389 else if (item->type == SKILL_TOOL && item->invisible)
3390 {
3391 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3392 {
3393
3394 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3395 * in this way, if the player is missing any of the attacktypes, he gets
3396 * them. As it is now, if the player has any that match the granted skill,
3397 * but not all of them, he gets nothing.
3398 */
3399 if (!(skop->attacktype & item->attacktype))
3400 {
3401 /* Give new attacktype */
3402 skop->attacktype |= item->attacktype;
3403
3404 /* always add physical if there's none */
3405 skop->attacktype |= AT_PHYSICAL;
3406
3407 if (item->msg != NULL)
3408 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3409
3410 /* Give player new face */
3411 if (item->animation_id)
3412 {
3413 who->face = skop->face;
3414 who->animation_id = item->animation_id;
3415 who->anim_speed = item->anim_speed;
3416 who->last_anim = 0;
3417 who->state = 0;
3418 animate_object (who, who->direction);
3419 }
3420 }
3421 }
3422 }
3423 else if (item->type == FORCE)
3424 {
3425 /* forces in the treasurelist can alter the player's stats */
3426 object *skin;
3427
3428 /* first get the dragon skin force */
3429 shstr_cmp dragon_skin_force ("dragon_skin_force");
3430 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3431 ;
3432
3433 if (!skin)
3434 return;
3435
3436 /* adding new spellpath attunements */
3437 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3438 {
3439 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3440
3441 /* print message */
3442 sprintf (buf, "You feel attuned to ");
3443 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3444 {
3445 if (item->path_attuned & (1 << i))
3446 {
3447 if (j)
3448 strcat (buf, " and ");
3449 else
3450 j = 1;
3451 strcat (buf, spellpathnames[i]);
3452 }
3453 }
3454 strcat (buf, ".");
3455 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3456 }
3457
3458 /* evtl. adding flags: */
3459 if (QUERY_FLAG (item, FLAG_XRAYS))
3460 SET_FLAG (skin, FLAG_XRAYS);
3461 if (QUERY_FLAG (item, FLAG_STEALTH))
3462 SET_FLAG (skin, FLAG_STEALTH);
3463 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3464 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3465
3466 /* print message if there is one */
3467 if (item->msg != NULL)
3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3469 }
3470 else
3471 {
3472 /* generate misc. treasure */
3473 tmp = arch_to_object (tr->item);
3474 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3475 tmp = insert_ob_in_ob (tmp, who);
3476 if (who->type == PLAYER)
3477 esrv_send_item (who, tmp);
3478 }
3479 }
3480
3481 /**
3482 * Unready an object for a player. This function does nothing if the object was
3483 * not readied.
3484 */
3485 void
3486 player_unready_range_ob (player *pl, object *ob)
3487 {
3488 if (pl->ob->current_weapon == ob)
3489 pl->ob->current_weapon = 0;
3490
3491 if (pl->combat_ob == ob)
3492 pl->combat_ob = 0;
3493
3494 if (pl->ranged_ob == ob)
3495 pl->ranged_ob = 0;
3496 }
3497
3498 sint8
3499 player::visibility_at (maptile *map, int x, int y) const
3500 {
3501 if (!ns)
3502 return 0;
3503
3504 int dx, dy;
3505 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3506 return 0;
3507
3508 x += dx - ns->current_x + ns->mapx / 2;
3509 y += dy - ns->current_y + ns->mapy / 2;
3510
3511 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3512 return 0;
3513
3514 return 100 - blocked_los [x][y];
3515 }